Pilot Class

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Resjah
Posts: 812
Joined: 2005-08-24 02:33

Pilot Class

Post by Resjah »

I posted this idea in a reply to another topic in the General Discussion area
http://realitymod.com/forum/showthread.php?t=3454

So im putting it in the suggestions area, where it should be.

Lets say PR creats a pilot class, that pilot class should be switchable, like changing between unlocks. There would be the Helicopter pilot and the Airplane Pilot.
On an aircraft carrier there is 3 planes and 3 helicopters, well in the kit selection screen you can see the number of available helo pilot kits saying three and the number of aircraft pilot kits saying 3 as well.

So if I choose to be a aircraft pilot, the number of kits would become 2 and since there is three aircraft and only the aircraft pilot can enter the airplanes, i know i have a plane to fly, same with the copter pilots.

So simply, the number of planes and helos on a map can determin the # of helo/air pilot kits available.

Now, lets say I die, i cant become the pilot kit again untill someone else has become a pilot, so this eliminates having the same pilots for the whole round. and also if i eject and dont die, i am still the pilot kit and i am essentially "behind enemy lines" and it is a major disadvantage to my team because now they have one less plane in the air giving them cover, which might spark a rescue operation, with points given as plus for helping me.

I think this is the best way for things to be done.
Logue
Posts: 86
Joined: 2005-03-30 21:51

Post by Logue »

Good idea but you might have to account for planes that have 2 seats such as the Tornado. So instead of one kit, one plane it might need to be one kit, one seat on the plane/helo.
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Szarko
Posts: 627
Joined: 2005-11-07 03:37

Post by Szarko »

Why not make the pilot kit an unlock so that people that fly regularly/enjoy flying will choose that as their unlock. This could be done for other things aswell like armor, and sniper... so this will limit the number of people flying because it wont be the average joe flying, because he will choose thats more for him like tanker or something like that... just a sujestion...
KingofCamelot
Retired PR Developer
Posts: 2365
Joined: 2006-01-07 18:17

Post by KingofCamelot »

I like the concept, but I'm not sure how easily this could be done in BF2. As far as I know, it is not possible to stop a player from entering a vehicle based on their kit. This may change in the future, but I'm doubtful that it will.
lonelyjew
Posts: 3176
Joined: 2005-12-19 03:39

Post by lonelyjew »

I guess if it's not possible it could be enforced a different way: Server admins. I'm assuming that you guys here at project reality can contact server admins who will use your mod, and I think they'll be willing to listen and enforce your suggested rules. Anyways, you could force all pilots into a pilot squad, everyone in this squad will have to be a pilot or be kicked out of the squad. Anyone not of the squad flying would be warned and if they ignore, kicked from the server. Once again though, this depends solely on admins.
Resjah
Posts: 812
Joined: 2005-08-24 02:33

Post by Resjah »

But PRMM already has it so that only a member of their team can use their corresponding vehicles.

US can only use US vehicles etc etc.
So what im wondering, this couldnt be enforced for kits as well?
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

FlyBoy wrote:But PRMM already has it so that only a member of their team can use their corresponding vehicles.

US can only use US vehicles etc etc.
So what im wondering, this couldnt be enforced for kits as well?
Actually this is a parameter of the BF2 engine. It's enforced on some of the stock maps and is a setting mappers apply to objects in the editor. They just do so discretionarily and for PR .. it's appropriate that this parameter is applied.

I think the parameter is "Team.On.Vehicle 1" where "1" is "true" and forces you, on a vehicle by vehicle basis, to be of the same team as the vehicle that has been spawned.

It's pretty basic and .. probably not extensible to your concept (which at a fundamental level I like very much).

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Resjah
Posts: 812
Joined: 2005-08-24 02:33

Post by Resjah »

So there is no other way for us to possible implement this?
I mean, there is coding for limiting the # of Squad leaders, perhaps this is possible to implement to other kits as well.

A bump in disguise maybe? :p
Rifleman
Posts: 290
Joined: 2006-02-02 10:22

Post by Rifleman »

Hmm, pilot class with M9 only or one of these short m4-like-carbines-Colt XM-177E1-or-something.... i like the idea.... really...
Chuck Norris has counted to infinity. Twice.

InGame: H2HSupport
Kits: Sniper/Medic/SpecOps
Martini
Posts: 211
Joined: 2005-11-05 16:27

Post by Martini »

nah,

just a knife, colt .45, 1 medpack, and a parachute.
Rifleman
Posts: 290
Joined: 2006-02-02 10:22

Post by Rifleman »

nah,

just a knife, colt .45, 1 medpack, and a parachute.
I will stay with M9.. he is pilot... stron handguns are not for him ;]
And it's always more bullets in gun... he hasn't got too much space in plane for spare clips ;-)
About no-rifle... sure.. why not... maybe he find something and improvise ;-)
Chuck Norris has counted to infinity. Twice.

InGame: H2HSupport
Kits: Sniper/Medic/SpecOps
Resjah
Posts: 812
Joined: 2005-08-24 02:33

Post by Resjah »

I belive the Pilot kit should contain the following:
  • Handgun with 1 or 2 extra clips
  • Combat Knife
  • One med kit
  • Map(if PR goes that route to remove the mini-map)
  • Flares(would be nice to signal allies your position for pickup)
  • Radio( I was thinking that if PR could implement a new radio command that would have the pilot radio out his position in some way, but that radio would only have a certain range. If the PR maps are gridded the pilot could call out his grid position)
  • Binoculars
And i think that should be it. If a radio or flares cant be put in, perhaps the pilot should be given a beacon, which will place his current position on map just as a SL says "defend here" etc.

And of course a parachute :p
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